mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 16:41:07 +00:00
95 lines
2.8 KiB
GLSL
95 lines
2.8 KiB
GLSL
|
|
vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
|
|
{
|
|
vec4 lightpos = lights[i];
|
|
vec4 lightspot1 = lights[i+2];
|
|
vec4 lightspot2 = lights[i+3];
|
|
|
|
float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
|
|
if (lightpos.w < lightdistance)
|
|
return vec2(0.0); // Early out lights touching surface but not this fragment
|
|
|
|
float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
|
|
|
|
if (lightspot1.w == 1.0)
|
|
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
|
|
|
|
vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
|
|
|
|
if (lightcolorA < 0.0) // Sign bit is the attenuated light flag
|
|
attenuation *= clamp(dot(normal, lightdir), 0.0, 1.0);
|
|
|
|
if (attenuation > 0.0) // Skip shadow map test if possible
|
|
attenuation *= shadowAttenuation(lightpos, lightcolorA);
|
|
|
|
if (attenuation <= 0.0)
|
|
return vec2(0.0);
|
|
|
|
float glossiness = uSpecularMaterial.x;
|
|
float specularLevel = uSpecularMaterial.y;
|
|
|
|
vec3 halfdir = normalize(viewdir + lightdir);
|
|
float specAngle = clamp(dot(halfdir, normal), 0.0f, 1.0f);
|
|
float phExp = glossiness * 4.0f;
|
|
return vec2(attenuation, attenuation * specularLevel * pow(specAngle, phExp));
|
|
}
|
|
|
|
vec3 ProcessMaterialLight(Material material, vec3 color)
|
|
{
|
|
vec4 dynlight = uDynLightColor;
|
|
vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
vec3 normal = material.Normal;
|
|
vec3 viewdir = normalize(uCameraPos.xyz - pixelpos.xyz);
|
|
|
|
if (uLightIndex >= 0)
|
|
{
|
|
ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
|
|
if (lightRange.z > lightRange.x)
|
|
{
|
|
// modulated lights
|
|
for(int i=lightRange.x; i<lightRange.y; i+=4)
|
|
{
|
|
vec4 lightcolor = lights[i+1];
|
|
vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
|
|
dynlight.rgb += lightcolor.rgb * attenuation.x;
|
|
specular.rgb += lightcolor.rgb * attenuation.y;
|
|
}
|
|
|
|
// subtractive lights
|
|
for(int i=lightRange.y; i<lightRange.z; i+=4)
|
|
{
|
|
vec4 lightcolor = lights[i+1];
|
|
vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
|
|
dynlight.rgb -= lightcolor.rgb * attenuation.x;
|
|
specular.rgb -= lightcolor.rgb * attenuation.y;
|
|
}
|
|
}
|
|
}
|
|
|
|
dynlight.rgb = clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
|
|
specular.rgb = clamp(desaturate(specular).rgb, 0.0, 1.4);
|
|
|
|
vec3 frag = material.Base.rgb * dynlight.rgb + material.Specular * specular.rgb;
|
|
|
|
if (uLightIndex >= 0)
|
|
{
|
|
ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
|
|
if (lightRange.w > lightRange.z)
|
|
{
|
|
vec4 addlight = vec4(0.0,0.0,0.0,0.0);
|
|
|
|
// additive lights
|
|
for(int i=lightRange.z; i<lightRange.w; i+=4)
|
|
{
|
|
vec4 lightcolor = lights[i+1];
|
|
vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
|
|
addlight.rgb += lightcolor.rgb * attenuation.x;
|
|
}
|
|
|
|
frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
|
|
}
|
|
}
|
|
|
|
return frag;
|
|
}
|